Try resolving threading issues - #43
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This should be more efficient than setposing the client physobj constantly.
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Lots of primitives results in non-threaded primitives regenerating immediately. This lags when you're moving into PVS with those primitives; and at some point, the lag becomes so great from that PVS update that a full update will be triggered due to netchan timing out, resulting in pretty much an infinite loop of prim regen -> timing out netchan -> full update -> forever until the primitives are removed
This hopefully fixes that(?) I did test it and it seems to work perfectly fine